35 if (
Class.CastTo(explosive, target.GetObject()) && item)
37 return explosive.GetArmed() && explosive.CanBeDisarmed();
45 super.OnStartServer(action_data);
48 if (item.GetDisarmSoundset() !=
string.Empty)
49 item.StartItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_DISARM);
54 super.OnEndServer(action_data);
57 if (item.GetDisarmSoundset() !=
string.Empty)
58 item.StopItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_DISARM);
66 if (
Math.RandomIntInclusive(0, 100) < tool.GetDisarmRate())
68 explosive.OnBeforeDisarm();
69 explosive.Disarm(
true);
73 explosive.SetHealth(
"",
"", 0.0);
76 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem,
UADamageApplied.DEFUSE_TOOLS);
override void CreateActionComponent()
ActionDisarmExplosiveCB ActionContinuousBaseCB ActionDisarmExplosive()
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++